mirror of
https://github.com/bulletphysics/bullet3
synced 2024-12-14 22:00:05 +00:00
174 lines
5.0 KiB
C++
174 lines
5.0 KiB
C++
/*
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Copyright (c) 2003-2013 Erwin Coumans http://bulletphysics.org
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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/***************************************************************************************************
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**
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** Real-Time Hierarchical Profiling for Game Programming Gems 3
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**
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** by Greg Hjelstrom & Byon Garrabrant
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**
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***************************************************************************************************/
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// Credits: The Clock class was inspired by the Timer classes in
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// Ogre (www.ogre3d.org).
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#ifndef B3_QUICK_PROF_H
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#define B3_QUICK_PROF_H
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//To disable built-in profiling, please comment out next line
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//#define B3_NO_PROFILE 1
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#ifndef B3_NO_PROFILE
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#include <stdio.h>//@todo remove this, backwards compatibility
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#include "Bullet3Common/b3Scalar.h"
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#include "Bullet3Common/b3AlignedAllocator.h"
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#include <new>
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#include "b3Clock.h"
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///A node in the Profile Hierarchy Tree
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class b3ProfileNode {
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public:
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b3ProfileNode( const char * name, b3ProfileNode * parent );
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~b3ProfileNode( void );
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b3ProfileNode * Get_Sub_Node( const char * name );
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b3ProfileNode * Get_Parent( void ) { return Parent; }
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b3ProfileNode * Get_Sibling( void ) { return Sibling; }
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b3ProfileNode * Get_Child( void ) { return Child; }
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void CleanupMemory();
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void Reset( void );
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void Call( void );
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bool Return( void );
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const char * Get_Name( void ) { return Name; }
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int Get_Total_Calls( void ) { return TotalCalls; }
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float Get_Total_Time( void ) { return TotalTime; }
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void* GetUserPointer() const {return m_userPtr;}
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void SetUserPointer(void* ptr) { m_userPtr = ptr;}
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protected:
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const char * Name;
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int TotalCalls;
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float TotalTime;
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unsigned long int StartTime;
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int RecursionCounter;
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b3ProfileNode * Parent;
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b3ProfileNode * Child;
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b3ProfileNode * Sibling;
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void* m_userPtr;
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};
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///An iterator to navigate through the tree
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class b3ProfileIterator
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{
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public:
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// Access all the children of the current parent
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void First(void);
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void Next(void);
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bool Is_Done(void);
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bool Is_Root(void) { return (CurrentParent->Get_Parent() == 0); }
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void Enter_Child( int index ); // Make the given child the new parent
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void Enter_Largest_Child( void ); // Make the largest child the new parent
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void Enter_Parent( void ); // Make the current parent's parent the new parent
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// Access the current child
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const char * Get_Current_Name( void ) { return CurrentChild->Get_Name(); }
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int Get_Current_Total_Calls( void ) { return CurrentChild->Get_Total_Calls(); }
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float Get_Current_Total_Time( void ) { return CurrentChild->Get_Total_Time(); }
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void* Get_Current_UserPointer( void ) { return CurrentChild->GetUserPointer(); }
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void Set_Current_UserPointer(void* ptr) {CurrentChild->SetUserPointer(ptr);}
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// Access the current parent
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const char * Get_Current_Parent_Name( void ) { return CurrentParent->Get_Name(); }
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int Get_Current_Parent_Total_Calls( void ) { return CurrentParent->Get_Total_Calls(); }
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float Get_Current_Parent_Total_Time( void ) { return CurrentParent->Get_Total_Time(); }
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protected:
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b3ProfileNode * CurrentParent;
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b3ProfileNode * CurrentChild;
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b3ProfileIterator( b3ProfileNode * start );
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friend class b3ProfileManager;
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};
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///The Manager for the Profile system
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class b3ProfileManager {
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public:
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static void Start_Profile( const char * name );
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static void Stop_Profile( void );
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static void CleanupMemory(void)
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{
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Root.CleanupMemory();
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}
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static void Reset( void );
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static void Increment_Frame_Counter( void );
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static int Get_Frame_Count_Since_Reset( void ) { return FrameCounter; }
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static float Get_Time_Since_Reset( void );
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static b3ProfileIterator * Get_Iterator( void )
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{
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return new b3ProfileIterator( &Root );
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}
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static void Release_Iterator( b3ProfileIterator * iterator ) { delete ( iterator); }
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static void dumpRecursive(b3ProfileIterator* profileIterator, int spacing);
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static void dumpAll();
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static void dumpRecursive(FILE* f, b3ProfileIterator* profileIterator, int spacing);
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static void dumpAll(FILE* f);
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private:
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static b3ProfileNode Root;
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static b3ProfileNode * CurrentNode;
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static int FrameCounter;
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static unsigned long int ResetTime;
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};
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#else
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#endif //#ifndef B3_NO_PROFILE
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#endif //B3_QUICK_PROF_H
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